MAIW_WSMG F-16's
Re: MAIW_WSMG F-16's
OK working on the 52s I have found an issue on them and it is on the 30s as well.
As Kev said earlier it is to do with the lights. The lights on the undercarriage stay on even when the gear is up.
The lights themselves are small and so I missed them on the 30s but on the 52s they have two lights side by side on the front edge of the nose wheel door. On the 30s they have one on each main gear leg.
The problem is that they are stationary.
If I remember correctly in FS9 AI you could only have taxy lights as these would appear on the ground. So it would seem that in the conversion the lights are hard coded and you see a small point of light.
If I am correct then we either leave it as it is, or I remove all the hardcoded lights, remove two aircraft lights to add two taxy lights.
UNLESS there is a way to either switch off the lights when the gear is retracted OR there is a way of blanking the points using an alpha.
As Kev said earlier it is to do with the lights. The lights on the undercarriage stay on even when the gear is up.
The lights themselves are small and so I missed them on the 30s but on the 52s they have two lights side by side on the front edge of the nose wheel door. On the 30s they have one on each main gear leg.
The problem is that they are stationary.
If I remember correctly in FS9 AI you could only have taxy lights as these would appear on the ground. So it would seem that in the conversion the lights are hard coded and you see a small point of light.
If I am correct then we either leave it as it is, or I remove all the hardcoded lights, remove two aircraft lights to add two taxy lights.
UNLESS there is a way to either switch off the lights when the gear is retracted OR there is a way of blanking the points using an alpha.
Steve
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Re: MAIW_WSMG F-16's
So looking at the model of the block 30's .What's with large red drop tanks .
I've had a look at the real thing and the tanks look like nomal F-16 tank .
The block 30 and the block 40 look the same ..Standard grey F-16 wing tanks ..
I've seen any that are red in colour ..???
Or that just the test unit's aircraft ..
I've had a look at the real thing and the tanks look like nomal F-16 tank .
The block 30 and the block 40 look the same ..Standard grey F-16 wing tanks ..
I've seen any that are red in colour ..???
Or that just the test unit's aircraft ..
Mark W
Re: MAIW_WSMG F-16's
I saw that as well but I have no knowledge of whether that is standard for that sqn or not.
There is another odd one for the Test unit that has a red centre line tank.
UPDATE
Just looked up the unit on Wikipedia and it is not an operational sqn, it is the Aggressor sqn, so this might explain the difference.
There is another odd one for the Test unit that has a red centre line tank.
UPDATE
Just looked up the unit on Wikipedia and it is not an operational sqn, it is the Aggressor sqn, so this might explain the difference.
Steve
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Re: MAIW_WSMG F-16's
At least look first. 115 sqn is an aggressor sqn based out of Ovdo. There are pic of them with red centre line AND red wing tanks, as well as red practise Sidewinders.
Manat can use orange occasionally for the sidewinders.
https://en.m.wikipedia.org/wiki/File:Sq ... 015%29.jpg
Both show the huge 600 gallon wing taks...IN RED.
Manat can use orange occasionally for the sidewinders.
https://en.m.wikipedia.org/wiki/File:Sq ... 015%29.jpg
Both show the huge 600 gallon wing taks...IN RED.
Re: MAIW_WSMG F-16's
Right Kev ..
The aggressor unit has some red tanks ..So for that unit 'will go for a mix of colours ..
MW
The aggressor unit has some red tanks ..So for that unit 'will go for a mix of colours ..
MW
Mark W
Re: MAIW_WSMG F-16's
FS9 - You add polys with a special material name for both the taxi and landing lights to the model, on every LOD. These produce the splashes. These are attached to the parent part so they move with the gear etc. Then compile.Firebird wrote: ↑24 Jan 2024, 15:38 OK working on the 52s I have found an issue on them and it is on the 30s as well.
As Kev said earlier it is to do with the lights. The lights on the undercarriage stay on even when the gear is up.
The lights themselves are small and so I missed them on the 30s but on the 52s they have two lights side by side on the front edge of the nose wheel door. On the 30s they have one on each main gear leg.
The problem is that they are stationary.
If I remember correctly in FS9 AI you could only have taxy lights as these would appear on the ground. So it would seem that in the conversion the lights are hard coded and you see a small point of light.
If I am correct then we either leave it as it is, or I remove all the hardcoded lights, remove two aircraft lights to add two taxy lights.
UNLESS there is a way to either switch off the lights when the gear is retracted OR there is a way of blanking the points using an alpha.
P3D - You add lights at the top LOD only and control them with XML for off /on. Done in MCX.
No idea how you would add the taxi / landing lights back correctly.
Re: MAIW_WSMG F-16's
I might give a couple the standard wing tanks instead of the 600 gallon one, just for variation. But would have to add another weapons texture.
Assuming we can fix the lights issue!
Re: MAIW_WSMG F-16's
Something you could try....Firebird wrote: ↑24 Jan 2024, 15:38 OK working on the 52s I have found an issue on them and it is on the 30s as well.
As Kev said earlier it is to do with the lights. The lights on the undercarriage stay on even when the gear is up.
The lights themselves are small and so I missed them on the 30s but on the 52s they have two lights side by side on the front edge of the nose wheel door. On the 30s they have one on each main gear leg.
The problem is that they are stationary.
If I remember correctly in FS9 AI you could only have taxy lights as these would appear on the ground. So it would seem that in the conversion the lights are hard coded and you see a small point of light.
If I am correct then we either leave it as it is, or I remove all the hardcoded lights, remove two aircraft lights to add two taxy lights.
UNLESS there is a way to either switch off the lights when the gear is retracted OR there is a way of blanking the points using an alpha.
Grab one of the FS9 16's Mike did.
Isolate the whole front gear door assembly (this includes the lights) so its the only thing left.
On the P3D one
Delete all the attachpoints
Delete that whole gear door assembly, then import the assembly from the first step.
Re: MAIW_WSMG F-16's
Kev you can leave the weapons texture as I got a few I could possibly work with ..
...
MW
...
MW
Mark W
Re: MAIW_WSMG F-16's
Kev, I will have a look at what can be done with door. I didn't even know that you can import and export parts from MCX.
The one thing I would like to check with you is that the lights are attached to either the noseleg door or the main gear, according to version, and so the lights are hard-coded. So they should work in FS9, as they are not included in the lights section of the cfg.
So I am thinking that the issue is that there is a hardcoded point of light that needs to be removed from the mdl or the attached object altered.
It looks like you have 4x lights attached. Two for landing and two for taxy.
The one thing I would like to check with you is that the lights are attached to either the noseleg door or the main gear, according to version, and so the lights are hard-coded. So they should work in FS9, as they are not included in the lights section of the cfg.
So I am thinking that the issue is that there is a hardcoded point of light that needs to be removed from the mdl or the attached object altered.
It looks like you have 4x lights attached. Two for landing and two for taxy.
Steve
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- John Young
- MAIW Developer
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- Joined: 12 Jul 2008, 15:15
Re: MAIW_WSMG F-16's
Steve, you can use "c_gearlight" for the landing light part name in FS9. It will switch off as the gear retracts.
John
John
Re: MAIW_WSMG F-16's
Is there any chance of some block 30 with the standard size drop tanks ..
Also is there any models with a wide loadout or are they all air to air variants..
Mark W
Also is there any models with a wide loadout or are they all air to air variants..
Mark W
Mark W
Re: MAIW_WSMG F-16's
Just been look at photo of IDF Jets ..
The C BLOCK 30 /40 models seem to be Air to Air only by the look of things ..
They do show the standard tanks on the normal front line units ..
The aggressor unit seems to fly with the larger tanks painted red in colour ..
MW
The C BLOCK 30 /40 models seem to be Air to Air only by the look of things ..
They do show the standard tanks on the normal front line units ..
The aggressor unit seems to fly with the larger tanks painted red in colour ..
MW
Mark W
Re: MAIW_WSMG F-16's
John Young wrote: ↑25 Jan 2024, 09:44 Steve, you can use "c_gearlight" for the landing light part name in FS9. It will switch off as the gear retracts.
John
Many thanks for that tip, John.
Steve
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Re: MAIW_WSMG F-16's
Kev,
I think I have made some progress on the lights but to find out whether it is true or not i need the xml def that you set up, custom_vis_GEAR_CENTER_POSITION_07.mcx .
This is the visibility condition that you have assigned to the landing lights. The taxy lights work fine but the landing lights leave a point of light behind when the gear retracts.
I think I have made some progress on the lights but to find out whether it is true or not i need the xml def that you set up, custom_vis_GEAR_CENTER_POSITION_07.mcx .
This is the visibility condition that you have assigned to the landing lights. The taxy lights work fine but the landing lights leave a point of light behind when the gear retracts.
Steve
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Re: MAIW_WSMG F-16's
(A:GEAR CENTER POSITION,percent) 90 >Firebird wrote: ↑26 Jan 2024, 11:25 Kev,
I think I have made some progress on the lights but to find out whether it is true or not i need the xml def that you set up, custom_vis_GEAR_CENTER_POSITION_07.mcx .
This is the visibility condition that you have assigned to the landing lights. The taxy lights work fine but the landing lights leave a point of light behind when the gear retracts.
if{ (A:LIGHT LANDING, bool) 1 ==
if{ 1 } els{ 0 } }
els{ 0 }
Re: MAIW_WSMG F-16's
Thanks. Is it purely a visibility part?
Steve
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Re: MAIW_WSMG F-16's
Well I have done all sorts of manipulation but I can't get the points of light for the landing lights to disappear.
Very frustrating. I managed to alter the type for the landing lights to the same as the taxy lights but it makes no difference.
The taxy lights disappear completely but the landing lights do not. As seen in the attached pic.
I think we would be able to mask it if the lights were actually attached to the door/legs but they aren't so there is nothing I can do in MCX to solve this... or at least I think not.
Very frustrating. I managed to alter the type for the landing lights to the same as the taxy lights but it makes no difference.
The taxy lights disappear completely but the landing lights do not. As seen in the attached pic.
I think we would be able to mask it if the lights were actually attached to the door/legs but they aren't so there is nothing I can do in MCX to solve this... or at least I think not.
Steve
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Re: MAIW_WSMG F-16's
Hi Firebird, accidently hit 'Report' on the "visibility post" by mistake, have contacted mods to fix. Sorry!
Heres the full XML for the landing lights in P3D...
<PartInfo>
<Name>light_landing_vis_AND_gear_down</Name>
<Visibility>
<Parameter>
<Code>
(A:GEAR CENTER POSITION,percent) 90 >
if{ (A:LIGHT LANDING, bool) 1 ==
if{ 1 } els{ 0 } }
els{ 0 }
</Code>
</Parameter>
</Visibility>
</PartInfo>
Heres the full XML for the landing lights in P3D...
<PartInfo>
<Name>light_landing_vis_AND_gear_down</Name>
<Visibility>
<Parameter>
<Code>
(A:GEAR CENTER POSITION,percent) 90 >
if{ (A:LIGHT LANDING, bool) 1 ==
if{ 1 } els{ 0 } }
els{ 0 }
</Code>
</Parameter>
</Visibility>
</PartInfo>